Showing posts with label game design ideas. Show all posts
Showing posts with label game design ideas. Show all posts

Saturday, November 19, 2011

settlers UNLEASHED!

Biff and I started joking around about capitalism during a game of Settlers tonight, and after the game we hashed out some ideas about how to play as the humble peasants of Catan instead of their lords and masters.

- Each player keeps track of two hands of cards: their own and their king's hand. A player can only use resources from their own hand, not from their king's hand. The game itself plays the role of the kings.
- Each turn, each city OR settlement in your color produces one resource-unit from each adjacent hex.
- Next, roll the dice, as usual. Whatever number is rolled, hexes that would normally produce will instead "eat" one resource of the appropriate type from your hand - this resource goes into your king's hand. Call this "tithing". Cities, though, eat two resources of each type from your hand.
- If you roll a 7, you can place the Robber on any hex you like; any player with a city or settlement bordering that hex takes one random resource from their king's hand and puts it in your hand.
- Each turn, check your king's hand to see if it can afford to buy any development cards. Buy all the development cards you can afford (using the king's hand only!) and play them as soon as possible (your next turn, I think). Lumber and bricks just sit in the king's hand (you must trade them with the bank or any available harbors, in order to collect as much wool, ore, and grain as possible - for development cards!)
- Development cards that award resources are instead tithed by that player to his or her king's hand. Those that award victory points work normally.
- When Knight cards are played, they are placed under the Robber's new location; this hex now produces nothing, but demands tithes when its number is rolled, and upon Robber-placement, a random resource is taken from an adjacent player's own hand and put into your king's hand. When the Robber changes locations again, such Knight cards return to the corresponding King's hand.

Not sure how victory points factor in or how I'd want them to be different. What I'm going for is some kind of end-goal of turning a city into a "free republic" a la the Italian Renaissance.
Help me develop this :)

Monday, October 31, 2011

The Istari are some kind of angel-wizard light beings who like to smoke up

This is a taste of what I'm working on. Can you tell I just re-read the Hobbit?
That book was largely impenetrable to my 12-year-old brain, but my 28-year-old brain has fallen head over heels in love.

Monday, June 14, 2010

I didn't know the SLA had a Yukon chapter..

The excitement of reading the following snippet of chat is one big reason why I love sharing RPGs with new people:

Rebecca
: oh man! so could we maybe work together to come up with a rpg sometime? i have a couple random ideas percolating but it'd be fun to get yer thoughts and stuff
10:09 AM me: dude write 'em down
i absolutely want to hear your thoughts
can i quote what you just said on my blag, btw? :)
Rebecca: cool!

This chat came on the heels of me and B playing some Fiasco the other night; as soon as we'd finished, pretty much, B told me she had some ideas for a game design of her own. I swear, RPGs just do this to people, and it's awesome.
Onto the game: a couple of adult siblings return to their childhood home, a science station in northern Canada. They find a body with an old friend's photo nail-gunned to the chest, and proceed to get into all sorts of acid-dropping, cult-following, full-auto gunfire kind of fun.
Things were a little slow at first, as B got a sense of what the game expected of her, so to speak. She relied a lot on describing the internal state of characters in her control, and we definitely (in general) had a somewhat fast and loose "ownership" of various characters.
Given that there were only two players, sometimes it got a little funky deciding who would play whom. Overall, though, we made it work.
The setup was something she really, really enjoyed (as did I), and I think that's wicked-cool: I love me some randomized plot-seed generation!
The game definitely suffered a little for our paucity of players in that the dice system didn't *quite* work as planned - during the Tilt, you're going to appoint only two players to share elements for the big twist, pretty much guaranteed. Only two. So, naturally, the giving-away-dice rule for Act One was a little meaningless, in our situation. Still, as a learning game, it was fine.

Speaking of which, I pulled two little tweaks (quite transparently, to my credit) to make things easier, especially at first - we rolled to see who would go first, and then I suggested, when the dice went B's way, that she be the one to *choose* who went first. She chose me, iirc ^_^ Secondly, I would often ask her whether she'd rather Establish or Resolve the scene when it was my turn (partly, admittedly, because I was cool with whatever and I didn't often have huge scene ideas between scenes, only during them).

Overall, I think the game would benefit (for me) by playing it with the recommended 3+ people, just to see how that'd go. Also, Fiasco's in-scene mechanics are very hand-wavey; dice-rolling and number-counting definitely bracket the Acts, and we have a Tilt and an Aftermath in there, too, but, man, mid-scene, it's kind of weird when violence happens and nobody has any mechanical way of saying how it's going to go down.

The setup system is so friggin' cool, though, that I think a little early-00's style "story-vision" (i.e. "like, man, we don't want our system to get in the way of your ideas!") in the design is tolerable :)

Now we're onto discussing her idea for a game about patients in a medical facility who are trying to escape. An idea for a skill/trait: I Feel Fine, used to pass for a normie when needed and, maybe, to resist the staffers' attempts to administer treatment. It's very avant garde and intriguing in its subject matter; go Becca! ^_^

Tuesday, May 25, 2010

CV - RPG style

I need to take a moment and write down designs I have in progress, designs I've given up on, and ones I've more or less completed (late-beta constitutes "completed" for this list's purposes).

La Familia (mostly finished Otherkind-dice game of factional rivalries and Clan Treasures)

Dwarf Fortress (homebrew game of overwrought, dwarfy passions unfolding underground; based lovingly on the game of the same name; still a WIP, but with recent progress)

Tell That to an Angry Mob (horror/weird fantasy monster game about loyalty and love and being an outsider; still a rough sketch)

Mask of the Emperor (dead, and scavenged for ideas; my samurai game of reputation)

Giants in the Thicket (a fun little WIP about villagers working out their differences so they can all slay a giant together)

Leviathan (new! a murder mystery game with Polaris key phrases and a deck of cards; it gets a little political and a lot sneaky)

The Hellenes (Mask-inspired Greek gods-and-heroes game, with some informative holes in the rules. Dead, but scavenged well for ideas)

Potter's Tale (early-college crack at game design; experimented with two sharply different fantasy worlds side-by-side, one animal and one human)

If you have any questions or ponderings about any of these, let me know and I'll happily share what I got in greater depth. The purpose of this list is to make me feel a little better about getting stuck on projects, and of course there's my fruitless compare-self-to-Vincent-Baker issue that I'm working through, too ^_^

Ah, sigh.

Monday, February 1, 2010

new games! plus different gaming styles, expectations, etc.

I just had a bit of a gaming bender - four days of intermittent MMOs, RPGs, and TCGs! All that was missing was a board game, but the mood didn't strike ^_^

First things first: new things. I played Warhammer Online finally, and it was substantially better than other MMO's I'd played before. Mainly the interface was cleaner, the graphics a bit clearer and with a nicer art style, and a few small improvements have been made, which I don't feel like going into. I will mention Public Quests and Open Parties - the former are quests you can pick up simply by being in the area of the map where the quest is happening, and you can see NPC drama between characters unfold (like Lord of the Rings Online has, but it's not instanced), and you get a timer to let you know how long it'll be til the whole thing resets, once it's ended. Everyone who contributes to completing the PQ's objectives gets a crack at *something* - no Ninja-style theft of loot to worry about! If you contribute, you get a personal bag of loot (a choose-one scenario, there)!
Open Parties are a little similar - you can search for a group of players to join up with in the area, if it looks like they're on the same quest, but the unique thing here is that you can just join the party, *snap* like that - in time to help random strangers kill a bad guy you've been questing for. It means less work for players, less time spent bargaining with strangers just to get help with a stupid quest, and so on. I approve!
Also, okay - gear is way prettier in this game than I'm used to, in that you actually look cool fairly early on. It's Warhammer, so it's over the top, but not action-figure-goofy like in Warcraft. Very nice.
One more thing about that - it's hard to explain, but item crafting is a highly customizable process that's easy to pick up; it also has a really, really snazzy interface. I have a Chaos character who's a Butcher/Apothecary, meaning I can loot animals for special items that I can then turn into potions and salves and things. The creation process and the interface for it really make it amazing - try it!
Lastly, they have a "free forever" trial - you can't play past level 10, can't do auction-house stuff, and a couple of other things, but you can do PQs, crafting, parties, etc., AND you can have a full allotment of characters (10 per server, an unknown max), AND these trial characters never go away. Ever! Yeah!

Okay, that's enough about that. Super exciting game, though.
Mooooooving on.

We played La Familia this weekend; it was set in Ankh-Morpork, of Discworld series fame, and it did not disappoint ^_^

Also - we picked up the weird-old-west card game, Doomtown (defunct since 2000, sadly) - it's funky, it uses a poker hand to resolve who goes first and who wins in combat, and you've got all kinds of crazy stuff going on - cowboys, bandits, Indians, shamans, dark wizards, walking dead, mad scientists, corrupt businessmen, radioactive coal called Ghost Rock, pirates along the quake-shattered coast of California (which is now known as the Great Maze), and so on! It's great fun.

As far as play styles are concerned, expectations, etc., my friends and I had some good talks about winning, losing, whether/when that's fun, and how to find the right type of game to accommodate everybody's interests, comfort level, and such. It seems that immersive, collaborative gaming that doesn't focus on cutthroat conflict or high-stakes challenge is the best fit; sounds good to me! We actually had a much more extensive chat than this, which included ideas for hacking Settlers of Catan into a discovery-style game with a map that's revealed over time, in-character dialogue, and lots of negotiation as to what's REALLY going on with the Robber :)

More to come!

Sunday, January 24, 2010

On game design theory and its applications

As you can certainly tell from past posts of mine (check posts marked "creative agenda" if you don't believe me), I'm not one to shy away from Forge-style theorizing. Over time, and especially in the past year or two, I've had a wonderful opportunity - meeting up with a lot of folks from Story-Games has given me the chance to seek out all these cool indie RPGs I'd heard so much about.
When I finally got to play Polaris, for instance, it was a little bit like a rite of passage. Though, I have to admit, it was a lot more inspiring to put together La Familia and, somehow, have it work even better than I'd imagined.
So yeah - I've gotten to see the concrete results of what some would call theory-wank. I've definitely met my fair share of folks who don't much care for the deep end of RPG theory/design, and usually that's a-okay.
I say "usually" because I've definitely gone through a period wherein I've proselytized on behalf of story-games in general, and Narrativism-supportive games in particular. When this proselytizing has worked, so much the better, and my excellent! recent game of Polaris shows that pretty well.
But when big-time RPers haven't been interested in what I'm pushing, I've come to realize that there's a sort of fault-line between us. Nothing personal or ideological creates this divide; it's not as big or as complicated as that. Plain and simple: I had bad experience X, they had bad experience Y, and while X led me to seek out a fundamentally new way to RP, Y simply led other folks to seek out new people with whom they could play.

Let me unpack that a little: for me, the biggest bad experience I had in RPing was, bluntly, a big difference in priorities at the gaming table. I can even point to the precise moment when this started to really gel for me as something I needed to address; it was after a couple of years of lurching around at the Forge, where I had yet to really grok anything about the Big Model, but I was very eager to try out all these cool new games I saw - the subject matter, the creator-owned nature of the games, the collaborative process of design via the forums - - it was all pretty great.

But - my precise moment. I was playing a game of Exalted, and I was running an Abyssal, essentially a sworn soldier of darkness who drinks blood to gain power and wants to unleash oblivion upon the world of the living. Fun stuff! I didn't just want the cool powers available to him; I was also really interested in his story - why he was a death-knight, what he thought of oblivion, his dark masters the Neverborn (shudder), etc.
I'll spare you a lot of the details, but he eventually realized that he really, truly believed in total, worldwide destruction, you know, as a good thing, and quite sincerely at that. His dark masters, however, were content to jockey for power between one another, fighting each other as much as they fought their sworn enemies, the Solars (sun-themed heroes). So, over the course of the game, I explored the relationship between my character, other Abyssals, the Neverborn, etc., trying to drum up fellow "true believes" to the cause.
It didn't go well, but at least one of the other player-characters was also an Abyssal, and so we schemed and argued together about the point of unleashing destruction.
At the end of the game, we all confronted a Big Bad of some kind, possibly a servant of the Neverborn, a rogue Neverborn, something like that. There were some Solars fighting the creature, too, and I decided the best possible way to finish my character's story was to try and join the side of the Solars, begging their forgiveness and wanting fervently to have comrades who were just as true-blue as me.
They were very, very hesitant to accept me, what with our races' vendetta and all, not to mention the battle going on, but hey, they didn't kill me! That was the last session for the campaign, as well, and I felt, at long last, like I really got to tell a story! with a game, instead of being actively thwarted from doing so. Sure, the game mechanics got in the way (whiffing sucks! I advise all game designers against it), and only one of the six people playing with me actually showed any interest in what I was doing (they were content to be "run through" the scenario in a very traditional way).
Realizing I was out of step with the group wasn't new; realizing what it was that made me out of step was a bolt of light in my eyes!
Since then, I've gobbled up every Story Now game I can get my hands on, and I've even made forays into Gamist play, as well.
But, like I said, I've noticed that some people just aren't as excited about trying new ways of gaming as I am, and sometimes folks who *are* that excited don't have any desire to elaborate on it in the kind of language that I do.
Which is, you know, okay and all, and I'm definitely thankful to be around more people these days who like indie games.
It's a little weird to also note how quickly the *application* of theory, or at least the observation of Forge theory put to practical use (i.e. a game design, and then the playing of said game), makes all the verbosity of forum theorizing kind of melt away - I can much more intuitively guess at what Creative Agenda(s) a given game system supports best, as we play, which I've mentioned before (in the context of how simple CA really is, once you see it in action). Other concepts, like Fortune in the Middle, turn out to be equally simple in application - it's as simple as "can I affect the final result after we roll the dice, or do I need to put all my Boost Power in *before* I roll?"
And yet, naturally those little tweaks can make a huge difference. Fortune at the End does not do well with a Story Now agenda, as it really saps player agency away (in my opinion). If Fortune happens, and then we can tweak it, even if said tweaking is limited and finite, it at least gives us one more meaningful choice to make, as players. [lol i totally meant fitm WITH TEETH]
I was playing Last Night on Earth, uh, last night - it's a zombie apocalypse board game. There's a touch of Fortune in the Middle in there, as it happens - when you're inside a building, you can either move or search (as opposed to just moving, if you're outside), and searching gives you a one-card draw from the Hero Deck (Human Deck? I forget). The FitM part is there because you roll the d6 to see how far you can move, and then you get to decide whether to take that move OR search. It's nifty!
Heck, come to think of it, Step On Up play is all about meaningful choices, too - they're just more strategic or tactical instead of thematic. So yeah, FatE (ha, irony) has been a procedural default for some decades now, in most games I've encountered, but when you make that tiny tweak (courtesy of theorizing Forgies, thank you verra much! ^_^), things begin to flower, as Mao would put it.
Anyway - I've learned that RP theory has undoubted practical applications (duh! Actual Play!), but not everybody wants to see under the hood, or think about how to build a better car, when they like their driving experience just fine, so far.
End.

Sunday, January 3, 2010

Hiding in a thicket

This post here, at story-games, gave me the urge to revisit an old idea I had about giants, and people hiding from giants in a thorny forest.
Granted, it's not the thread so much as it is my conjecture *in* the thread, haha, that leads me to think this thing. But still!
Here's a bit of what I have so far:

Giants are strong; Giants can beat anybody. The only thing they fear is the Forest.

The Forest is full of thorns; People can go there and hide there from the Giants, but while they're away the Giants can knock their houses down and wreck everything they've built.

The only time that People might capture a Giant is if they let one smash and crush all he likes, until he's too tired to go on, and then he Sleeps.

A Sleeping Giant can be tied up, or rolled away on logs, or even killed! If the People all work together, they can do it.

Sometimes, People will make deals with Giants: crush my neighbor's house, and I will give my sheep to you, to eat! Giants can take whatever they like that isn't alive, but they can never catch anybody who runs away and isn't cornered.

Giants are slow; the People can always get away from them. So can animals and other things. But the People cannot hurt a Waking Giant – they are just too strong!

Giants live in rivers, under lakes, inside mountains and hills, but they do not go in the Forest. Its angry thorns and awful nettles pierce their mottled hands and feet, and are so sharp and prickly that a Giant cannot kick down the trees of the Forest, for they are in too much pain to do anything but go away again to pick the thorns and sticks and nettles from their flesh.

Wednesday, December 30, 2009

Boys Don't Cry - the RPG

Hey!

I think I may have found a way to use Otherkind dice to talk about oppression, social roles, and such.

It goes like this: the players devise a community, choose a group in that community that is oppressed, and then pick a trait/skill/way of getting things done that is forbidden to that group, but accessible by the dominant population. The oppressed group can certainly act in the manner outlined by the trait on its own group-members, but not on white people/in the presence of white people.

Let's say we devise a Colorado post-industrial town, choose Vietnamese immigrants as our oppressed group, and then decide that it's forbidden for Asian people in this town to be Confrontational - white folks can get up in people's faces whenever they deem it necessary, but the Vietnamese community here has learned to lie low and get what they want and need in other ways.

Next, we make characters: at least one (maybe only one?) player will control a character who is of the oppressed group. Any such protagonists are going to start the game with a 6 in the forbidden trait (high is bad). I have no idea what other traits there might be, but certainly gameplay is going to focus on the forbidden trait, so some designated opposition-player is going to try to maneuver you into situations in which the Forbidden Trait would be the simplest way to approach a problem.

Vietnamese characters in this town are going to avoid being directly confrontational with white folks, but they can confront other Asian characters all they want, provided no white people are present in the conflict (or maybe the scene, altogether?), as how "those people treat one another" is of little consequence if it's not making white folks upset.

Next, we have a Kicker - most people in the oppressed group lie low and don't make trouble, but the protagonist has done so at least once/is in the process of doing so *right now*. Example - you play a Vietnamese family man whose wife was killed in a hit-and-run (car only; not a drive-by or anything), and the local police are really dragging their asses on the case. You stop by the station one day to check on the investigation's progress, and you hit a wall - they're "really tired of you coming by so often; why don't you just let us work?" Annnd .... action!

So, the Forbidden Trait works like this - set your goal for the conflict in which you use this Trait. Then, for each point you have in the Trait, above 1, the whole table works to come up with one complication or escalation of the conflict - not necessarily something directly related to any actions taken *in* the situation so far, but definitely stuff that will change the landscape, so to speak.
Next, you roll d6's equal to your rating in it (it starts at 6, for oppressed-group-protagonists). For each 4-6 you get, you can make one thing (your goal, or a complication) go your way. Naturally, it's going to really suck having lots of dice to start, but I'm thinking that there's going to be a lot of push-back when you first start overtly resisting oppression. I haven't worked out a "clouds and dice" idea for how you can "buy down" the Forbidden Trait's rating (which means there's less fallout when you use it), but that's something to work on.

p.s. I think the number of protagonists is going to be fairly low, and having only one is going to be totally okay, as it means you can really sink your teeth into one person's take on the situation (kind of a one-player-and-many-gm's scenario).

Sunday, December 20, 2009

Oh dang - Baron Von Vikingson

So I was looking through old Forge posts I'd done, under a different handle, and I came across what looks like Baron Munchausen, sort of. Replace coins (or whatever) with Cleverness, and have the incredulity element focus instead on asking the other players to give your Thane better stats (so you can claim to have done mightier things than you really did, of course), and there you go!

I have yet to play the Baron, but having one active player and multiple GM-ish players sounds both very Polaris and kind of funky.

Check it out! I totally attempt to hijack this poor guy's thread. ^_^;; Fortunately, the OP liked my ideas...

p.s. I totally see a possible hack/way to break the game - if you share a scene in which your Thane outwits an opponent, and you ask for more Cleverness, do you get it? Hitting zero Cleverness means that your story is regarded as so absurd and unlikely that you're regarded as a fool, and the other Thanes go off to drink without you. Gaining more, then, would extend your time in the spotlight, but on the other hand, your "goal" is to be clever enough to finish your story, not to go on for ever and ever. Maybe you could pay Cleverness to other players in exchange for prompts or hints or ideas, kind of like A Penny For My Thoughts. Hmmmmm...